#version 150

in vec4 vColor;
out vec4 color;

in vec4 vPosition;
uniform vec4 translation;

uniform float angle;

void
main()
{			

	float angles = radians( angle );
    float c = cos( angles );
    float s = sin( angles );
    mat4 rz = mat4(   c,  -s, 0.0, 0.0,
					  s,   c, 0.0, 0.0,
					0.0, 0.0, 1.0, 0.0,
					0.0, 0.0, 0.0, 1.0 );						
	color = vColor;
    gl_Position =(vPosition * rz) + translation;   
}
